svenvandevelde 59 Posted January 15 What is the best method for loading 256 tiles in 8bpp (256 colors) of 16x16 dimension into the vera vram? This is 65536 bytes so this a full bank! Bank 0 contains the characters at f800, so should not be overwritten. Using bank 1 has weird side effects. I hear sounds when I fill the whole bank. Any advice? Sven Quote Share this post Link to post Share on other sites
0 JimmyDansbo 155 Posted January 15 I am thinking that the answer is: You Can't When that is said, you could overwrite F800 and then just do a reset when your software is done, that way the character map will be reloaded. Quote Share this post Link to post Share on other sites
0 StephenHorn 305 Posted January 15 You get to choose your poison: Copy the VRAM data you want to preserve to somewhere else, where it'll be out of the way. Clobber the VRAM data you would have otherwise been preserving. There is no reason you have to keep the character set at $0F800. If you intend to use it, copy it to somewhere else in VRAM and update the layer data that would use it, accordingly. I also want to point out that the VERA does not have "banks" in the sense that I think you mean. It simply has 128KB of addressable memory, however the tail end of that (starting at $1F9C0) is overlapped with the audio generator, followed by the palette, and finally sprite attributes. So don't clobber that area with pixel data. 3 Quote Share this post Link to post Share on other sites
What is the best method for loading 256 tiles in 8bpp (256 colors) of 16x16 dimension into the vera vram?
This is 65536 bytes so this a full bank!
Bank 0 contains the characters at f800, so should not be overwritten.
Using bank 1 has weird side effects. I hear sounds when I fill the whole bank.
Any advice?
Sven
Share this post
Link to post
Share on other sites